Commit graph

57 commits

Author SHA1 Message Date
clayjohn
9ce57050a5 Add GPUParticles to the OpenGL3 renderer.
This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.

This does not include 3D SDF collisions, trails, or
manual emission.
2022-11-14 23:28:25 -08:00
Rémi Verschelde
e10f8cbf40
Merge pull request #68186 from pkdawson/expose-texture-rd
Expose texture_get_rd_texture for scripts
2022-11-11 10:43:57 +01:00
Gábor Pál Korom
6865d2d002 Surface AABBs are now set for mesh surfaces even in headless mode. Sponsored by Migeran (https://migeran.com). 2022-11-07 12:53:03 +01:00
David Snopek
7fb8b931d7 Collapse three seperate texture storage methods into render_target_set_override() 2022-11-03 13:03:30 -05:00
Patrick Dawson
71d8de2763 Expose texture_get_rd_texture 2022-11-03 05:27:24 +01:00
Rémi Verschelde
cb1931b271
Merge pull request #67639 from clayjohn/GLES3-2d-shadows
Add 2D shadows and canvas SDF to OpenGL3 renderer
2022-11-02 17:12:20 +01:00
Yuri Rubinsky
11e1bac768
Merge pull request #67112 from Chaosus/fix_boolean_uniform_instances 2022-10-28 23:17:23 +03:00
clayjohn
2ec234ff67 Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation

Performance will improve later
2022-10-28 11:33:23 -07:00
Clay John
8fd92ed867
Merge pull request #64710 from MinusKube/window-size-crash
Prevent windows from having a size greater than device limit
2022-10-27 10:02:44 -07:00
Yuri Rubinsky
f4db4bb7a2 Fix incorrect setup of boolean uniform instances 2022-10-09 08:50:18 +03:00
clayjohn
154b9c1c91 Use a giant UBO to optimize performance in 2D
This removes the countless small UBO writes we had before
and replaces them with a single large write per render pass.

This results in much faster rendering on low-end devices
but improves speed on all devices.
2022-10-06 11:24:45 -07:00
Bastiaan Olij
c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Bastiaan Olij
ddc4ae1175 Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
clayjohn
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Haoyu Qiu
eea02e50a7 Fix crash when executing VisualShaderNodeParticleMeshEmitter.set_mesh with headless Godot 2022-09-07 21:31:16 +08:00
Haoyu Qiu
52f290ae4d Fix crash when executing CSGMesh3D.set_mesh with headless Godot 2022-09-05 09:15:22 +08:00
MinusKube
f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Rémi Verschelde
3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Rémi Verschelde
c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
kobewi
7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Bastiaan Olij
2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
Yuri Rubinsky
8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Haoyu Qiu
ad6d6a7893 Remove unnecessary print_line in RendererDummy 2022-08-31 09:44:02 +08:00
Rémi Verschelde
c1b178be38
Merge pull request #65068 from BastiaanOlij/fix_dummy_mesh_allocation 2022-08-30 19:49:36 +02:00
Bastiaan Olij
9efff344b8 Dummy mesh support was added to the dummy renderer but incomplete. This completes it 2022-08-30 16:28:39 +10:00
Hendrik Brucker
e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Jakub Grzesik
3c55637459 fix for headless collision shape generation
this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode
implementation was inspired by rasterizer_dummy.h from Godot3
2022-08-01 12:38:07 +02:00
Rémi Verschelde
2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
Restructure environment in render implementation
2022-07-29 08:05:40 +02:00
Bastiaan Olij
f579125eeb Restructure environment in render implementation 2022-07-29 12:24:32 +10:00
Rémi Verschelde
8e0f328a80
Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename 2022-07-28 20:34:17 +02:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Hugo Locurcio
e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
Bastiaan Olij
0bd042c601 Change RendererSceneRender::GeometryInstance so more code is shared among renderers 2022-07-27 12:32:07 +10:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
reduz
f649678402 Clean up Shader Preprocessor
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
Bastiaan Olij
d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Hugo Locurcio
21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
Rémi Verschelde
55fca1cb94
Merge pull request #62344 from BastiaanOlij/extract_dependencies 2022-07-06 13:24:46 +02:00
Hugo Locurcio
c9037a8d2c
Remove unused anisotropy setter/getter methods in VoxelGI
These methods weren't exposed to the scripting API.

Anisotropy was used in earlier iterations of VoxelGI, but it was
removed as it was too expensive.
2022-07-06 02:40:49 +02:00
Bastiaan Olij
ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
Bastiaan Olij
997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
jfons
ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
clayjohn
3e20c1347d Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
clayjohn
3bb8e6a9fe SkyShaders working 2022-05-11 21:00:21 -07:00
Hugo Locurcio
31194f5b1c
Add get_video_adapter_api_version() to RenderingServer
This method can be used to get the graphics API version currently in
use (such as Vulkan). It can be used by projects for troubleshooting
or statistical purposes.
2022-05-03 01:18:35 +02:00
Hugo Locurcio
eb497bbaa7
Fix "ortogonal" -> "orthogonal" typo in rasterizer code 2022-04-26 21:49:44 +02:00
Bastiaan Olij
0b4fd92a17 Moved particles into ParticlesStorage 2022-04-17 13:13:22 +10:00